1 #include "okshotgun.qh"
4 METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
6 if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
8 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
12 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
16 METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
18 if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
20 // Secondary uses it's own refire timer if refire_type is 1.
21 actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
22 BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
23 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
24 (actor.(weaponentity).wframe == WFRAME_FIRE2))
26 // Set secondary fire animation.
28 actor.(weaponentity).wframe = WFRAME_FIRE2;
29 a = actor.(weaponentity).anim_fire2;
30 a.z *= g_weaponratefactor;
31 FOREACH_CLIENT(true, LAMBDA(
32 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
34 wframe_send(it, actor.(weaponentity), a, true);
37 animdecide_setaction(actor, ANIMACTION_SHOOT, true);
40 if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo))
43 thiswep.wr_reload(thiswep, actor, weaponentity);
46 if (fire & 1) // Primary attack
48 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
52 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
53 WEP_CVAR_PRI(okshotgun, ammo),
54 WEP_CVAR_PRI(okshotgun, damage),
55 WEP_CVAR_PRI(okshotgun, bullets),
56 WEP_CVAR_PRI(okshotgun, spread),
57 WEP_CVAR_PRI(okshotgun, solidpenetration),
58 WEP_CVAR_PRI(okshotgun, force));
59 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
62 if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack
64 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
68 BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
69 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
73 METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
75 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
76 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
80 METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
82 return true; // Blaster secondary is unlimited.
85 METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
87 W_Reload(actor, weaponentity, WEP_CVAR_PRI(okshotgun, ammo), SND_RELOAD); // WEAPONTODO
90 METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep))
92 return WEAPON_THINKING_WITH_PORTALS;
95 METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep))
97 return WEAPON_OVERKILL_SHOTGUN_MURDER;
104 METHOD(OverkillShotgun, wr_impacteffect, void(entity thiswep, entity actor))
106 vector org2 = w_org + w_backoff * 2;
107 pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
108 if(!w_issilent && time - actor.prevric > 0.25)
111 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
112 actor.prevric = time;